namespace IQIGame.Onigao.GamePlay
{
    public static class LevelDataConsts
    {
        /// <summary>
        /// 同步移动给服务器的间隔时间
        /// </summary>
        public const float MoveSyncInterval = 0.2f;

        /// <summary>
        /// 跳跃检测时间
        /// </summary>
        public const float JumpCheckTime = 0.2f;

        /// <summary>
        /// 跳转方向和目标方向的允许角度
        /// </summary>
        public const float JumpDirRange = 45;

        /// <summary>
        /// 四叉树搜索范围 (m)
        /// </summary>
        public const float QuadTreeSearchHalfSize = 5f;

        /// <summary>
        /// 平滑旋转
        /// </summary>
        public const float EntitySmoothStepRotation = 360f;

        /// <summary>
        /// 停止移动的距离
        /// </summary>
        public const float StopStepDistance = 1e-3f;

        /// <summary>
        /// 相机遮挡检测间隔
        /// </summary>
        public const float OcclusionCheckInteval = 0.1f;

        /// <summary>
        /// 电梯围栏阻挡高度
        /// </summary>
        public const float ElevatorFenceHeight = 1f;

        /// <summary>
        /// 实体受击特效
        /// </summary>
        public const int HitEffect = 100029;

        /// <summary>
        /// 实体受击特效持续时间
        /// </summary>
        public const float HitEffectDuration = 0.5f;

        /// <summary>
        /// 交互时如果配置有受击，等待受击演播的时间（否则会直接进战斗看不到受击表现）
        /// </summary>
        public const float InteractHitDelay = 0.3f;

        /// <summary>
        /// NPC在气泡时如果朝向了玩家化身，那么在恢复到原朝向时需要的时间
        /// </summary>
        public const float NpcRecoverRotationDuration = 0.2f;
    }
}
